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A great article on DLC.


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#126
Sylvius the Mad

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hoorayforicecream wrote...

Sylvius the Mad wrote...

Maria Caliban wrote...

Games cost more because every console generation, the number of people you need to make the game doubles.

I dispute that this team expansion is strictly necessary.


I dispute the application of your implied definition of "strictly necessary" to everyone who is not you.

The team expansion is necessary given only an extensive set of assumptions about game characteristics.

Without that set of assumptions being made explicit, there is no necessity.

Modifié par Sylvius the Mad, 22 novembre 2012 - 11:23 .


#127
Emzamination

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kirvingtwo wrote...

@ Emzamination
"its" is the indication of possessive in this instance. J.Reezy is correct. "It's" is only used to indicate a contraction.


Eurypterid wrote...

Not to derail this too much, but the apostrophe is not correct. He's referring to DLC, 'hence its name'. Refferring to the name DLC itself. Not to possession of anything.


Forgive me, san.

Roflbox wrote...

hoorayforicecream wrote...
You're mistaken. Maria is correct. 


Are you her groupie? When ever I him post in a thread you always follow or probably an alt account.


If I weren't tethered, due to this new 3 strike permaban law, I'd give you a unfiltered piece of my psyche, newbie. <_<

#128
Sylvius the Mad

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There's a three-strike permaban law?

I must have missed that.

#129
Emzamination

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Sylvius the Mad wrote...

There's a three-strike permaban law?

I must have missed that.


I did too, until I had to plead my case to chris on why I shouldn't be permabanned. Apparently if you get 3 temp bans no matter how minor, you get perma'd.

#130
Degs29

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JoeHegarty wrote...

I found the article interesting, though I didn't agree with it all. I think "petty cash grabbing" is very strong and in my experience that's really not the attitude any developer is using when making the content.

However, it's definitely a difficult one for devs and players alike. You want extra-content to be a good value-proposition, otherwise why would you buy it at all? But you also don't want people to feel left out if they don't play it. When I am really into a game/universe I love to get my hands on new content without waiting 2 - 3 years.

That's tricky line to walk if you need to avoid segmenting the community (MP game) and make sure you still have a solid story that makes sense between titles (SP game)

Not really my area, so just an opinion as a player.


I agree with that for the most part.  When I'm hooked on a game (or series of games), I like to buy almost anything I can get my hands on (a notable exception is alternate appearance/weapons packs).  Gameplay DLC is a must.  But no matter how hooked on a game I am, the value proposition almost always sucks with DLC, including Mass Effect DLC.  <3 hours of gameplay for >$10 is a crappy deal in terms of video games (not so much in terms of general entertainment though).  That won't stop me from buying it, but it DOES leave me disgruntled. 

I think I'd still rather all the content be available in-game at a higher price.  Even if some of it was included in free DLC in the near future.  Of course, I doubt developers see this as an option since high on-the-shelf pricing would hinder sales.  Not sure what the fix for this is.  Charging $2/hour of gameplay in DLC would be a very good start.

Modifié par Degs29, 22 novembre 2012 - 11:45 .


#131
someguy1231

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In my opinion, DLC is acceptable under two conditions:

1. The original, vanilla game has enough content to be considered a whole, complete game.
2. The DLC is not required to understand the game's plot/story.

Map Packs for multiplayer-focused games are a good example of DLC done right, since they're simply giving players more of what they love and they don't have to worry about story. Halo and Battlefield's map packs are a good example. For a more story-based game, Borderlands 2 is a good example as well. The Pirate and Torgue DLC packs aren't required to understand the main story and are simply large add-ons to the game world, as DLC should be.

#132
In Exile

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Gatt9 wrote...
So with respect,  consider the message your company is sending to us,  because what I and more than a few others interpret it is "We intend to find ways to force you to pay more money than just the base cost of the game.", 


This is exactly why I support DLC: games are absolutely to cheap for the cost of producing them. Look at how much production costs have just absolutely shot-up since (say) 2000. The price of a game, more or less, has been stagnant. If you account for inflation, the base price for games is lower today, in real terms, than in 1990. Yet it costs far more to produce the game.

So we have a situation were fans are livid about companies pushing hard to increase their sales (and to appeal to a general audience) but at the same time are opposed to any revenue increase per individual consumer. Yet many of the same fans are livid when you see cost cutting measures, e.g. recycled environments, lower graphical fidelity (compared to the greatest fidelity possible) and so on.

Something has to give. Either technology has to stagnate, gamers have to pay more, or gamers have to accept that there will be "casual" games. Because otherwise gaming as a business model is in trouble. Insofar as you have public companies involved in games. And private companies would have even more serious financing issues.

#133
In Exile

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Fast Jimmy wrote...
I would not object to a $70 (or higher) sticker price for games. Games have been artificially kept at one sticker price, despite an ever-increasing cost in technology and development. It wasn't until recently that there were cheaper game alternatives available, so every game was between $40-$60, despite the length, quality and replayability.


The problem, of course, is that people will balk at $70 sticker prices, psychologically. That's also a problem for developers. It becomes hard for most consumers to justify a $100 purchase, in real terms (before an Aussie poster points out that they're already in this boat, I'll just acknowledge that they have it by far the worst).

At least directly, that is. What we are seeing more and more of is less upfront pricing for AAA games, but instead more DLC, MP microtransactions and extra add ons for things like skins, appearances, extra characters, etc. This is seen as 'nickel-and-diming' by the average gamer, who wouldn't often mind paying $70 for a game if the content was worth it. A game like DA:O or Skyrim is something I'd gladly pay premium price for, largely because its huge content amount and replayability. Similarly, I would never pay more than $40 for an 'on-the-rails' experience like the Uncharted games, which have no replay value, but only a one time (albeit excellent) ride.


But here is the thing (IMO): paying for story-based DLC for DA:O or Skyrim is doing exactly that. Whereas armour DLC is exactly meaningless fluff content that's only being kept alive by (IMO) a series of very unhealthy tendencies in the player-base.

As is, can anyone REALLY say that $15, the price of a quarter of the original game, is worth it for a five hour DLC? A companion, of which there is nearly a dozen, a mission involved with their recruitment and a small handful of equipment/items and dialogue do not equate the value of 25% of the main game.


No. But would you say that ME2 + Shadow Broker (say) is worth 65$? I do agree with you that Bioware's DLCs are overpriced re: the value we're getting for them, relative to the base game.

#134
Maria Caliban

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Degs29 wrote...

I think I'd still rather all the content be available in-game at a higher price.  Even if some of it was included in free DLC in the near future.  Of course, I doubt developers see this as an option since high on-the-shelf pricing would hinder sales.  Not sure what the fix for this is.  Charging $2/hour of gameplay in DLC would be a very good start.


As someone who tends to buy 10-12 games a year, a higher shelf price makes me wince. I suspect it would not only hurt sales, but a large amount of that hurt would be the mid-range titles. Call of Duty, Halo, and Skyrim would still make a ton of money, but X-Com, Sleeping Dogs, and Dishonored couldn't justify their development costs.

In Exile wrote...
Whereas armour DLC is exactly meaningless fluff content that's only being kept alive by (IMO) a series of very unhealthy tendencies in the player-base.

I don't think it's unhealthy.

Rather, I think some players have unhealthy, obsessive tendencies when it comes to game content and feel as though they need to get EVERYTHING, but I don't think the majority of people shelling out $5 for new skins falls into that category.

Modifié par Maria Caliban, 23 novembre 2012 - 12:12 .


#135
deuce985

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A big problem with game development costs is just overall bad management by devs/publishers these days. Not to mention the ridiculous royalties and restrictions the big three place on publisher/devs. What publishers should be focusing on is how to reduce costs while still maintaining technological advantages. Epic's new Unreal engine is quite ambitious. They want it to slice budget in half but I have my doubts they can do it.

Anyways, I'm not sure what's the infatuation with developers cramming cinematic games down our throat this gen. I use to like it. Now I'm starting to hate it. Seriously. Every major release has to be some Hollywood cinematic game. Assassin's Creed is a good example. The flow of their combat is amazing but at the expense of controlling it. Those mocap animations they use aren't cheap and AC3 probably uses more animations than 99% of games. That right there is huge on the budget but is it necessary? I feel like as a player I'm watching games these days instead of playing them. In AC3. I commit acts of genocide on Redcoats but half the animations I'm not even controlling. Sometimes he's going through an animation that takes five seconds to complete. Where is the fun in that? I want to control it, not watch it...

And this is where my big beef with gaming goes this gen. Less control to the players and more watching. Less cinematic gameplay please. And devs are wondering why their budgets are shooting up? So, they have to offset it somehow and DLC is one way to gain more money. When is giving us flashy gameplay at the expense of raising budget and limiting control enough? Why do they feel they need to do this? The most innovative games I've played aren't sitting on massive budgets. DayZ is a freaking mod and that game blew me away at how innovative it felt.

If you ask me, gaming has terrible management around the entire industry. It's one of the only forms of entertainment where they have the right to strip you from what you pay for. Publishers are trying to block used games now and do you see that anywhere else in the world? Is the movie industry blocking used movie sales? What about car manufacturers? Publishers just continue to find excuses and ways to milk the consumers of more money without doing anything on their end to offset budget...

Modifié par deuce985, 23 novembre 2012 - 12:33 .


#136
SOLID_EVEREST

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Do gamers like getting stomped by corporations or something? Ontop of day 1 dlc, games are now too cheap!?

Even if they are cheaper, look at the content compared to older games. I would take the enormous amount of content in games like Darklands versus Skyrim. The only thing I can see as skyrocketing the cost is voiceacting. Other than that, companies just don't know how to budget money. At the end of the day, it isn't the costumer's problem as to how badly a company budgets money. I mean do we have to pay $120 for KoTOR just because EA was dumb enough to release a WoW clone.

#137
The Sarendoctrinator

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I don't know about anyone else, but BioWare would get more money from me if they eventually released all that extra content on a disc than they ever will if it's only available through downloads.

DAO: $60 original game, $40 expansion pack, $60 ultimate edition to get the DLC
ME2: $60 game, $0 spent on DLC
DA2: $60 game, $0 spent on DLC
ME3: $60 game, $0 spent on DLC

What I paid to get all of DAO's content is almost as much as I paid for their last three games put together. And it's not that I like DAO more than the others (ME2 is actually my favorite of the group), they just didn't give me the option to buy that stuff without connecting my Xbox to the internet.

It seems that in my case, the DLC system has the opposite effect of what they wanted.

#138
Fast Jimmy

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SOLID_EVEREST wrote...
Even if they are cheaper, look at the content compared to older games. I would take the enormous amount of content in games like Darklands versus Skyrim. The only thing I can see as skyrocketing the cost is voiceacting. Other than that, companies just don't know how to budget money.


Voice acting is only one part of the budget bloat. Do people not realize that fancy graphics don't just pop into existence? It now takes a team of graphic artists and animators to do the walking animation that used to be shown with four frames of animation made in a day by one guy:

Image IPB

Not to mention going from RPG systems that were more often turn based to an action system, which requires much more programming, and dialogue systems which are much more dynamic than going up to someone and pressing "A" to begin talking...

To say "game companies waste money" just isn't an accurate statement. If they use today's tools to make yester year's level of game, they could make the best version of that game you'd ever seen. But today's gamers love CG cutscenes and not having to read dialogue and combat that results in winning if you mash on a button faster... none of that is going to change anytime soon. If Kickstarters start breaking the bank with old school mechanics, shoe string budgets and updates that use today's technology but don't bloat their budget, we'll be having a different conversation. But until that happens, developers and publishers are going to keep swinging for the fences with underpriced AAA games, trying to get the most fans possible while keeping as short of a dev cycle as absolutley neccessary, and then trying to squeeze more money out of their succesful IPs with things like Multiplayer and DLC for those who are devoted to these series.

Which is their perogative. Its just one I don't personally like, nor plan to support. 

Modifié par Fast Jimmy, 23 novembre 2012 - 01:42 .


#139
naughty99

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The Sarendoctrinator wrote...

I don't know about anyone else, but BioWare would get more money from me if they eventually released all that extra content on a disc than they ever will if it's only available through downloads.

DAO: $60 original game, $40 expansion pack, $60 ultimate edition to get the DLC
ME2: $60 game, $0 spent on DLC
DA2: $60 game, $0 spent on DLC
ME3: $60 game, $0 spent on DLC

What I paid to get all of DAO's content is almost as much as I paid for their last three games put together. And it's not that I like DAO more than the others (ME2 is actually my favorite of the group), they just didn't give me the option to buy that stuff without connecting my Xbox to the internet.

It seems that in my case, the DLC system has the opposite effect of what they wanted.


If your Xbox has wifi, perhaps you can take it to Panera Bread like this guy? 

Image IPB

Modifié par naughty99, 23 novembre 2012 - 01:40 .


#140
Fast Jimmy

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naughty99 wrote...

If your Xbox has wifi, perhaps you can take it to Panera Bread like this guy? 

Image IPB


Haters gonna hate.

#141
The Sarendoctrinator

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naughty99 wrote...

If your Xbox has wifi, perhaps you can take it to Panera Bread like this guy? 

Image IPB

I just don't want the internet connected to my Xbox. I've had terrible luck with the internet destroying computers, so I'd rather keep it far away from my game systems. My Xbox has been running just fine with no problems at all in the ~5 years I've had it, and I want it to stay that way!

I did take my copy of ME3 to a public place to get it registered, but to actually replay the whole series there? It kind of kills the relaxation of playing in my own home whenever I feel like it. And would get expensive after a while.

Modifié par The Sarendoctrinator, 23 novembre 2012 - 01:59 .


#142
Foolsfolly

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You know on the one hand:

DLC should be fun, interesting, grow the world, be rooted in that world, and be something that when you hear about makes you go "**** yes!" Example, Dragonborn DLC. "I get to fight the first Dragonborn who is on the island from the Bloodmoon expansion? **** yes!" Instant purchase.

On the other hand...

No one wants to be nickled and dimed. And BioWare nickle and dimes with the best/worst of them. For every actually well-done DLC there's three worthless alt appearance packs, weapon packs, and armor packs (in some cases merely re-textured armors with new stats).

When it comes to day one DLC... there have been cases that I know of where the DLC was on the disc. Tomb Raider: Underworld had this (hilariously even a dev later confirmed it). If BioWare says their Day 1 DLC wouldn't have existed on-disc without it being DLC... I'll believe them.

But I see how others wouldn't believe them. Especially with how much Sebastian was on the disc. And how well Javik interacts with a large diverse cast of characters which shows some serious premeditation which the conspiracy nut within us all looks at with high suspicion.

My opinion of DLC remains largely the same: If it interests me and if it's reasonably priced I'll get it. If it's free due to how I bought a game, I'll grab it. If it's on a disc (Dragon Age: Ultimate Edition, for example) I'll install it regardless.

That's it.

Modifié par Foolsfolly, 23 novembre 2012 - 02:19 .


#143
Fast Jimmy

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In Exile wrote...

The problem, of course, is that people will balk at $70 sticker prices, psychologically. That's also a problem for developers. It becomes hard for most consumers to justify a $100 purchase, in real terms (before an Aussie poster points out that they're already in this boat, I'll just acknowledge that they have it by far the worst).

I honestly think if more gamers took the rental route in games, it would solve the vast majority of industry problems. People who play as many games as I do, but buy them at full sticker are mad. Mad! I only turn around and buy the game if, after renting the game for a few weeks, realize I want to keep playing it far into the future (hence, lots of content or replayability). At that point, I wouldn't mind shelling out $70, $80 or even $100 for a game like that. Then I get to keep on moving in my rental queue (paying $13 a month and playing a dozen games a year means I spend roughly the cost of 2 AAA games - with no DLC - and still get to play a dozen of them throughout the year). 

And, if a game's huge success is REQUIRED for it to make money, that is a terrible model. Dead Space 3 being required to sell over 2 million or so copies before the game has even gone Gold is ludicrous. For it to sell less means it is a failure. If every game was made like that, the gaming industry would close overnight. 

But here is the thing (IMO): paying for story-based DLC for DA:O or Skyrim is doing exactly that. Whereas armour DLC is exactly meaningless fluff content that's only being kept alive by (IMO) a series of very unhealthy tendencies in the player-base.

No. But would you say that ME2 + Shadow Broker (say) is worth 65$? I do agree with you that Bioware's DLCs are overpriced re: the value we're getting for them, relative to the base game.

 

I don't think ME2 + Shadow Broker is worth $75 (you said $65, but given that ME2 debuted at $60 and the DLC cost near $15, I'm going to reflect that in the price). That's why (among other reasons) I didn't buy it (or any other DLC). I CERTAINLY don't think Zaaed, or Katsumi or Sebastian or Jahvik would be worth $10/$15, because companions (to me) are the least value item and the item most fans will be upset about missing. But, my preferences aren't important. I am, from a business point of view, not against DLC. I'm AGAINST Day One DLC. And I sympathize with gamers who hate DLC in any form.

Now... if, instead of buying Bioware's Day One DLC, I instead purchased a discount that would give me 50% off all future DLC THAT would be a different story. If Sebastian, Legacy and MotA all were 50% off, I would strongly desire to buy them... even if I wind up spending roughly the same amount anyway. 

Why is this different? It takes consumer psychology into account.

If you say, as you release a game, that "we plan to release DLC. Pre-order/buy the collector's edition/sign up for a VIP program for $10 and you'll get a discount on that DLC!" it will invest people in the game. Sure, some people would say "pay $10 extra for no content? Do you think I'm crazy?" But fans invested in the series will buy it. Then, release your DLC content (that would have been Day One, such as Sebastian or Jahvik) three to four weeks after release. This is when most games take their first huge dips in sales. This will revitalize interest in the game, get reviews about the DLC to pop into the gaming news cycle, fans go back and will replay... its good for everyone. 

At that point, you will have people who have paid $15 (10 for the discount, then $10 at 50% for what would have been the D1DLC content, netting $15). When the next DLC comes out, nearly everyone who got the discount will likely turn around and buy your DLC. 

Imagine if every pre-order (a number in the millions for ME3) downloaded Leviathan, or Omega. It would dwarf Leviathan's already mammoth sales. What the publisher would lose in revenue it would more than make up in volume. And, let's not forget, they would already have the $10 people paid in for the discount AND the fact that some people who bought the discount won't bother themselves with every DLC purchase (meaning Bioware could pocket their money). 

The player may wind up paying the exact same amount of money, but it won't have the huge amount of negative whiplash for EVERY piece of DLC that came out. Instead of viewing every DLC that comes out as more content that they should have already gotten for free, they will instead be excited, being able to use their discount even more and, of course, get more content for a game they love. Players wouldn't be sitting on the sidelines before release saying "Why should I care about this DLC? This doesn't tie into the main story/doesn't make sense/isn't something I'm interested in." They will be saying "I can't believe Bioware is releasing more DLC... this is awesome! I'm really getting my money out of this discount program!"

But this doesn't happen. Instead, with the current model, every stitch of downloadable content released is scurtinized and every Day One DLC is flamed. It results in consumers having hurt feelings, who are being forced to think cynically and who, perhaps most importantly, are actively boycotting DLC out of the general premise. I would be genuinely surprised if DA3 has Day One DLC, but if they do, I'm willing to bet the number of people who buy it will be STAGGERINGLY less than who bought From Ashes. And likely less even than who bought Sebastian's DLC. 

Modifié par Fast Jimmy, 23 novembre 2012 - 02:20 .


#144
Foolsfolly

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deuce985 wrote...

A big problem with game development costs is just overall bad management by devs/publishers these days. Not to mention the ridiculous royalties and restrictions the big three place on publisher/devs. What publishers should be focusing on is how to reduce costs while still maintaining technological advantages. Epic's new Unreal engine is quite ambitious. They want it to slice budget in half but I have my doubts they can do it.

Anyways, I'm not sure what's the infatuation with developers cramming cinematic games down our throat this gen. I use to like it. Now I'm starting to hate it. Seriously. Every major release has to be some Hollywood cinematic game. Assassin's Creed is a good example. The flow of their combat is amazing but at the expense of controlling it. Those mocap animations they use aren't cheap and AC3 probably uses more animations than 99% of games. That right there is huge on the budget but is it necessary? I feel like as a player I'm watching games these days instead of playing them. In AC3. I commit acts of genocide on Redcoats but half the animations I'm not even controlling. Sometimes he's going through an animation that takes five seconds to complete. Where is the fun in that? I want to control it, not watch it...

And this is where my big beef with gaming goes this gen. Less control to the players and more watching. Less cinematic gameplay please. And devs are wondering why their budgets are shooting up? So, they have to offset it somehow and DLC is one way to gain more money. When is giving us flashy gameplay at the expense of raising budget and limiting control enough? Why do they feel they need to do this? The most innovative games I've played aren't sitting on massive budgets. DayZ is a freaking mod and that game blew me away at how innovative it felt.

If you ask me, gaming has terrible management around the entire industry. It's one of the only forms of entertainment where they have the right to strip you from what you pay for. Publishers are trying to block used games now and do you see that anywhere else in the world? Is the movie industry blocking used movie sales? What about car manufacturers? Publishers just continue to find excuses and ways to milk the consumers of more money without doing anything on their end to offset budget...


First off I think AC3's the best of the series and the combat finally feels about right (not there yet but much better than what came before). So I can't agree with you on that example.

But on the whole your opinion and my own share ideas. ME3, for example, is a game where I just screamed at the damn thing "Let me play you!" Every BioWare game people say the same damn thing "I wanted to spend more time talking" well ME3 showe me the level of 'too much talking.' There's a briefing before each mission, then a briefing after the 6 minute mission that lasts half as long as the mission, then there's an admiral asking to talk to you, and before you get to the galaxy map you're kindly told that more people want to speak to you.

But that's if the game's nice. If it's not feeling nice you go immediately into breifings, then dreams, and then conversations about those dreams and briefings. All without choice and all with heavy auto-dialogue in affect.

I just wanted to shoot some guys. And use biotics on them. Is that too much to ask?

#145
Fast Jimmy

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Foolsfolly wrote...

Every BioWare game people say the same damn thing "I wanted to spend more time talking" well ME3 showe me the level of 'too much talking.'


All without choice and all with heavy auto-dialogue in affect.


I think this is the real problem. Bioware through tons of scenes at us. Not actual conversations. 

If I wanted to be lectured to and have people tell me what to do without asking my feedback, I'd got to work. Removing a lot interactivity to those conversations is what hurt them, not neccessarily the fact that there was a lot of talking.

#146
In Exile

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Maria Caliban wrote...
I don't think it's unhealthy.

Rather, I think some players have unhealthy, obsessive tendencies when it comes to game content and feel as though they need to get EVERYTHING, but I don't think the majority of people shelling out $5 for new skins falls into that category.


I'll plead ignorance on the distribution of players purchasing $5 skins. But I do think that the essential justification is the "moar loot" mentality, which is what this current gen of MMOs for example have been built towards. And I find that type of design a bit worrying. But yeah, point taken, I absolutely overstated the case.

SOLID_EVEREST wrote...
Even
if they are cheaper, look at the content compared to older games. I
would take the enormous amount of content in games like Darklands versus
Skyrim. The only thing I can see as skyrocketing the cost is
voiceacting.


What do you mean by content? BG2 was a longer game, but how do you evaluate that against (for example) the man-hours than go into the graphical design of a modern game (like ACIII)? 

Other than that, companies just don't know how to budget
money. At the end of the day, it isn't the costumer's problem as to how
badly a company budgets money. I mean do we have to pay $120 for KoTOR
just because EA was dumb enough to release a WoW clone.


There's absolutely a bunch of mismanaged games out there. But look at the size of dev teams in the 90s compared to today, and the technical requirements in game design then vs. now. There's no comparison. Just on the cost of labour alone, game development is far more expensive.

#147
Foolsfolly

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Fast Jimmy wrote...

Foolsfolly wrote...

Every BioWare game people say the same damn thing "I wanted to spend more time talking" well ME3 showe me the level of 'too much talking.'


All without choice and all with heavy auto-dialogue in affect.


I think this is the real problem. Bioware through tons of scenes at us. Not actual conversations. 

If I wanted to be lectured to and have people tell me what to do without asking my feedback, I'd got to work. Removing a lot interactivity to those conversations is what hurt them, not neccessarily the fact that there was a lot of talking.


A fair point. Perhaps those conversations would have been highlights of the game if they had opened them up some more.

#148
Chromie

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Emzamination wrote...

Sylvius the Mad wrote...

There's a three-strike permaban law?

I must have missed that.


I did too, until I had to plead my case to chris on why I shouldn't be permabanned. Apparently if you get 3 temp bans no matter how minor, you get perma'd.


Good, no need to get riled up it's the internet. <_<

#149
In Exile

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[quote]Fast Jimmy wrote...
I honestly think if more gamers took the rental route in games, it would solve the vast majority of industry problems. People who play as many games as I do, but buy them at full sticker are mad. Mad! I only turn around and buy the game if, after renting the game for a few weeks, realize I want to keep playing it far into the future (hence, lots of content or replayability).[/quote]

Only if people play a lot of games. I tend to purchase very few games - and the ones I do purchase have (for me) very high replay value. I get far, far better value out of a game than I do almost any other purchase (because I complete all of my games multiple times). Back when I had way more free time in high school, I would only rent games, because I'd beat them in 1-2 days and be done with them forever (and 7$ at blockbuster was way more sensible than 60$ sticker).

[quote]And, if a game's huge success is REQUIRED for it to make money, that is a terrible model. Dead Space 3 being required to sell over 2 million or so copies before the game has even gone Gold is ludicrous. For it to sell less means it is a failure. If every game was made like that, the gaming industry would close overnight. [/quote]

The issue comes back to dev. cost, though.Look at Obsidian's kickstarter - they could only raise that money because they were Obsidian, and Chris M'Fing Avelone + Sawyer et al. were promising us an epic RPG that harkens back to the Black Isle days.  Maybe a dev. studio would love to release a game that costs 500,000$ to make - but who is going to purchase it, and at what price-point? 

[quote[I don't think ME2 + Shadow Broker is worth $75 (you said $65, but given that ME2 debuted at $60 and the DLC cost near $15, I'm going to reflect that in the price). [/quote]

Yeah, that was totally a typo. I meant 75$.

[quote]I am, from a business point of view, not against DLC. I'm AGAINST Day One DLC. And I sympathize with gamers who hate DLC in any form.[/quote]

See, I'm very much pro day 1 DLC. I think that's the best way, in terms of pricing, to indirectly raise the price-point of the game. The thing is, it's become super-toxic from a PR POV. So I think at this point management has to look at alternatives.

[quote]Now... if, instead of buying Bioware's Day One DLC, I instead purchased a discount that would give me 50% off all future DLC THAT would be a different story. If Sebastian, Legacy and MotA all were 50% off, I would strongly desire to buy them... even if I wind up spending roughly the same amount anyway. [/quote]

So, essentially, what you're saying is that DLC should be pre-ordered like the main game, at a discount?

[quote]Then, release your DLC content (that would have been Day One, such as Sebastian or Jahvik) three to four weeks after release. This is when most games take their first huge dips in sales. This will revitalize interest in the game, get reviews about the DLC to pop into the gaming news cycle, fans go back and will replay... its good for everyone. [/quote]

I think this is quite a good idea, personally. Not much to add other than a seal of approval.

[quote]But this doesn't happen. Instead, with the current model, every stitch of downloadable content released is scurtinized and every Day One DLC is flamed. It results in consumers having hurt feelings, who are being forced to think cynically and who, perhaps most importantly, are actively boycotting DLC out of the general premise. I would be genuinely surprised if DA3 has Day One DLC, but if they do, I'm willing to bet the number of people who buy it will be STAGGERINGLY less than who bought From Ashes. And likely less even than who bought Sebastian's DLC. [/quote]

That's because the PR folks for video-game companies are incompetent. It's kind of hilarious to watch. I swear that like 90% of the ire against Bioware is marketing's amazing talent for absolutely making its core audience loathe it, and then have the core audience (which IMO you want spreading the brand by worth of mouth) trash-talking the game.

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Fast Jimmy

Fast Jimmy
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In Exile wrote...

Fast Jimmy wrote...

Now... if, instead of buying Bioware's Day One DLC, I instead purchased a discount that would give me 50% off all future DLC THAT would be a different story. If Sebastian, Legacy and MotA all were 50% off, I would strongly desire to buy them... even if I wind up spending roughly the same amount anyway.


So, essentially, what you're saying is that DLC should be pre-ordered like the main game, at a discount? 

Then, release your DLC content (that would have been Day One, such as Sebastian or Jahvik) three to four weeks after release. This is when most games take their first huge dips in sales. This will revitalize interest in the game, get reviews about the DLC to pop into the gaming news cycle, fans go back and will replay... its good for everyone.



I think this is quite a good idea, personally. Not much to add other than a seal of approval.


Thank you.

If I was, out of the blue, called to be put in charge of Bioware's distribution model (a reality that is outlandish, but perhaps not quite as unlikely, given my professional skill sets, as people on this forum might imagine), I would make that a priority one my first day. That and monetizing a mod kit system (and, hence, guaranteeing every game released by EA ever would have one).

But this doesn't happen. Instead, with the current model, every stitch of downloadable content released is scurtinized and every Day One DLC is flamed. It results in consumers having hurt feelings, who are being forced to think cynically and who, perhaps most importantly, are actively boycotting DLC out of the general premise. I would be genuinely surprised if DA3 has Day One DLC, but if they do, I'm willing to bet the number of people who buy it will be STAGGERINGLY less than who bought From Ashes. And likely less even than who bought Sebastian's DLC.


That's because the PR folks for video-game companies are incompetent. It's kind of hilarious to watch. I swear that like 90% of the ire against Bioware is marketing's amazing talent for absolutely making its core audience loathe it, and then have the core audience (which IMO you want spreading the brand by worth of mouth) trash-talking the game.


I like to give people the benefit of the doubt, but it seems like the only times the EA/Bioware PR/Communications department opens its mouth (outside of the illustrious Chris Priestly and the lovely Jessica Merizan, of course :D) it seems like they are saying the most inflamatory, poorly worded and misguided sound bites imaginable. I want to assume its just people capturing them at their worst, but I have really yet to see an instance where they have come out and even said anything "ho hum" in their releases (let alone something positive that we'd actually be excited to hear). 

Statements like "DLC is the greatest and we are getting better at targetting which material fans would pay the most money for" or "75/75 perfect scores and the most talked about endings in gaming history" just demonstrates a complete lack of disconnect. Every time a hardcore fans sees intstances like that, I just shake my head and think "you do realize ITS BAD how easy it is for people to hate you, right?"

Modifié par Fast Jimmy, 23 novembre 2012 - 02:56 .